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Author Topic: The "How do I make a weapon do that?" thread  (Read 91846 times)

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December 22, 2011, 10:37:09 PM
Reply #120

Offline Ivory

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Re: The "How do I make a weapon do that?" thread
« Reply #120 on: December 22, 2011, 10:37:09 PM »
Well get over it. Zdoom wiki is your best friend.

January 04, 2012, 12:21:57 AM
Reply #121

Offline Lighjing

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Re: The "How do I make a weapon do that?" thread
« Reply #121 on: January 04, 2012, 12:21:57 AM »
How would I go about making a shotgun weapon that returns a portion of the damage done as ammo?

January 04, 2012, 12:27:02 AM
Reply #122

Offline Russel

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Re: The "How do I make a weapon do that?" thread
« Reply #122 on: January 04, 2012, 12:27:02 AM »
As if it uses a projectile-based thing, it can use XDeath and A_GivetoTarget to give the ammo type

January 04, 2012, 12:58:20 AM
Reply #123

Offline Lighjing

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Re: The "How do I make a weapon do that?" thread
« Reply #123 on: January 04, 2012, 12:58:20 AM »
So I've gotten the regenerating ammo part finished, now how would I make the bullets it fire spread out in a random pattern?

January 04, 2012, 03:05:38 AM
Reply #124

Offline Russel

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Re: The "How do I make a weapon do that?" thread
« Reply #124 on: January 04, 2012, 03:05:38 AM »
A_FireCustomMissile("MissileName",random(number,-number),blah, blah,blah) just horizontal

Or add +WEAPON.NOAUTOAIM and
A_FireCustomMissile("MissileName",random(number,-number),blah, blah,blah,0,random(number,-number))
for random vertical aiming too

January 08, 2012, 04:46:53 AM
Reply #125

Offline Hallan Parva

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Re: The "How do I make a weapon do that?" thread
« Reply #125 on: January 08, 2012, 04:46:53 AM »
not related to weapons but whatever

Is it possible to have a player "die" (complete with the "killer" getting a message and earning a frag), but come "back to life" shortly after dying? This means that the revived player will retain any weapons / items / etc they had before dying. It's not a simple respawn or anything.

Also, is it possible for a weapon to take a frag AWAY from its victim upon a successful kill?

January 08, 2012, 07:29:57 AM
Reply #126

Offline JaxOf7

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Re: The "How do I make a weapon do that?" thread
« Reply #126 on: January 08, 2012, 07:29:57 AM »
http://zdoom.org/wiki/Classes:Archvile
http://zdoom.org/wiki/Thing_Raise
Try these for the first thing.
I make no promises.

As for taking frags away, you could have the victim kill itself through a pain state.
Not going to question why you would actually want this of course.

January 08, 2012, 07:45:29 AM
Reply #127

Offline MusashiAA

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Re: The "How do I make a weapon do that?" thread
« Reply #127 on: January 08, 2012, 07:45:29 AM »
Not that I'm working on any weapon coding, but...

Is it possible to make a weapon that acts like a 3D version of Radd Spencer's bionic arm? A weapon that sticks to any surface and allows the user to make very long jumps by attaching it to the ceiling and swing to the other side. Said swing would have a constant velocity and no decay, for accuracy purposes... I just want to know if it's possible, and where could someone start to work on it, if someone where to do so.

January 08, 2012, 06:47:43 PM
Reply #128

Offline JaxOf7

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Re: The "How do I make a weapon do that?" thread
« Reply #128 on: January 08, 2012, 06:47:43 PM »
Lego's MM8-10 pack's ThunderClawWep.

January 19, 2012, 11:07:04 PM
Reply #129

Offline ice

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Re: The "How do I make a weapon do that?" thread
« Reply #129 on: January 19, 2012, 11:07:04 PM »
Not technicly a weapons but works like one

How do I make a infinite use item? Like say, use the item and you fire a shot, but the item stays and can be reused?

January 19, 2012, 11:12:59 PM
Reply #130

Offline Gummywormz

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Re: The "How do I make a weapon do that?" thread
« Reply #130 on: January 19, 2012, 11:12:59 PM »
At the end of the sequence put the word "fail" (without quotes). Or just give the same item at the end of the sequence.

January 23, 2012, 10:12:33 PM
Reply #131

Offline Hallan Parva

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Re: The "How do I make a weapon do that?" thread
« Reply #131 on: January 23, 2012, 10:12:33 PM »
Invulnerability. *sigh*

I have no idea how Skulltag invulnerability works, but I want to make an effect where a player is immune to all forms of damage like Skull Barrier. God Mode doesn't protect you from certain things like Quick Beams or Gamma's fireball attack, but Skull Barrier DOES.

However, I also want the player to die from falling in a pit somewhere (you know, the whole "fell too far" schtick). IIRC both Skull Barrier AND God Mode prevent you from dying in pits, which is problematic since I want the "good" invuln from Skull.

I'm aware that this is probably very difficult (if not impossible) to do, but if you have ANY ideas AT ALL how I can accomplish such a feat, I'm all ears.

January 23, 2012, 10:22:22 PM
Reply #132

Offline Korby

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Re: The "How do I make a weapon do that?" thread
« Reply #132 on: January 23, 2012, 10:22:22 PM »
My suggestion is to stare at Skull Barrier and Beat's coding.

If you use the "beat way" of activating something, you could deactivate your shield when you fall in a pit.

January 23, 2012, 10:43:06 PM
Reply #133

Offline Hallan Parva

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Re: The "How do I make a weapon do that?" thread
« Reply #133 on: January 23, 2012, 10:43:06 PM »
I thought the Beat Call script was only on certain maps. Correct me if I'm wrong, but wouldn't certain stages therefore be unable to take the invulnerability away from you (as they lack Beat Call checkers in their pits)?

January 23, 2012, 10:47:27 PM
Reply #134

Offline Korby

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Re: The "How do I make a weapon do that?" thread
« Reply #134 on: January 23, 2012, 10:47:27 PM »
Probably